Fukua
Team Value
Jack of All Trades, master of the j.LP. Can fill any spot you feel is lacking. The only reason she’s not one of “The Glues” is that her assist kit isn’t on the same level. She can build bar, she can dump bar, she can win you a DHC war, she can fight alone, she can run over a team with help…. She’s awkward to DHC out of with some supers, but her BFF super is nice to DHC into for conversions. She’s not glue, but works pretty well as tape. Specifically, Flex Tape™.
What they bring
Variety of not quite top level, but still good assists
Flexible teammate
Fly Swatter: With her great matchup spread she can deal with characters that are problematic to the rest of your team
Safe DHC at certain distances with 236PP
What they want
Any generally good assist
Lockdown assists to help her setup clones to start her mixup game
One big weakness is that her combo damage is on the lower end, so hard-hitting assists or hard-hitting characters who can tag-in mid-combo are quite nice (Painwheel, Annie, Umbrella, Eliza)
Though not necessary, a battery character to feed her meter will make Fukua's command grab game more threatening
Position - Any
Point: Doesn't really suffer in any point matchups, so she can play this role if your other characters hate certain roundstart matchups.
Mid: Good assists, good combo DHC and can provide a safe DHC for your point character at certain distances. Still gets an assist to help her.
Anchor: Fights well on her own and potentially gets more meter to followup off of her command grabs, which heightens her comeback potential as she can more easily open opponents up when she needs to be the one to approach.
Most Common Assists
H Platonic Drillationship (236HK) -
Lockdown, Neutral, Anti-Armor
Good for aiding your point character’s approach or defending the mid-range space. Fukua doesn’t retain the strike invulnerability she has when this is used on point, but she regains it when used as an Alpha Counter, making it a good option for such. Does multiple hits very quickly, so it's good for breaking armor.
L Forever A Clone (214LK) -
Sweep*
Only breaks armor on assists, never point characters. The shadow is also projectile immune, which is nice for closing in on zoners. Essentially a slower Cilia Slide (Double), but doesn’t put Fukua in any direct danger.
M Forever A Clone (214MK) -
Neutral, Combo Tool
Excellent assist for opening up high-damage combo routes, or giving time for resource-building characters to do their thing. As it is a hitgrab, it also breaks the point character’s armor. The shadow has no hurtbox, so it goes clean through the opponent's physical and projectile attacks making it a surprisingly good neutral assist. On the other hand, be aware that M Clone cannot hit the opponent’s assist, so you won't be doing any counter-calling with this.
H Forever A Clone (214HK) -
Overhead
Doesn’t see as much use as her other assists, but it’s an option to help your 50/50’s.
L Love Dart (236LP) -
Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. You can still call another L Dart while one is still on the screen.
M/H Love Dart (236MP/HP) -
Projectile
M version is a standard fireball with a fast travel speed.
H version moves in a high arc, making it nice for controlling the air space.
Partners
Beowulf
Recommended Assists:
Hurting Hurl
L Chair - Projectile Sweep
Another low to use in your mixup game
Can completely replace L Clone in combos, giving Fukua more time to setup
Will stop armored approaches
M Chair - Projectile Overhead
Another high to use in your mixup game
Really nasty for setups with its two delayed hits on top of the overhead property
H Chair - Projectile DP
Fukua's reversals are pretty slow, so a DP assist is nice for her
Covers a nice space above Fukua where she otherwise does not want opponents to be
Goes fullscreen through the air, so adds another projectile to your zoning
Pros:
Functionally, Beowulf's assists are a pretty decent aid to Fukua
Beo gets great Hype Building support with M Clone, good neutral assistance with the rest
Beo's a good battery character to make Fukua's command grab game and overall damage more threatening
Good DHCs for damage and safety, Gigantic Arm into Fireball super needing an Alpha Counter to punish, and Fukua gets a safe DHC with Airwulf
Fukua can take point and deal with Beowulf's worst matchups pretty well, then tag him in once you have the momentum
Cons:
Even if Fukua does play point, she requires meter to bring in Beowulf at an advantage
You have to choose between Hype building support and Neutral help with Fukua's assists
The cooldown on Beo's chair assists make them difficult to use in Fukua's constant reset game
Synergy:
Decent for Fukua, Good for Beowulf
While seemingly a fair duo, it is held back by Beo being a poor anchor, thus making this team susceptible to snaps while Fukua can't easily bring him back in at an advantage without a DHC. Beo also has to choose between a good neutral assist with below average Hype support, or a great Hype support assist with so-so neutral from Fukua.
Can probably fit any character in as a third except for Ms. Fortune
Big Band
Recommended Assists:
L/M Beat Extend, H Brass Knuckles
Beat Extend - Anti-Air DP
Backup defensive option to cover for Fukua's just-ok reversals
Owns the air-space near Fukua; even if the opponent blocks then Fukua gets to run pressure even against airborne opponents
Brass Knuckles - Armored Neutral, Anti-Zoning
Enhance your neutral dominance
Corner combo routes gain a good bit of damage
Pros:
Band supplies great assists to help out Fukua's pressure and keep-away game
Fukua helps Band in neutral, pressure, and combos
Easy to DHC into Fukua and keep momentum going, Big Band's DHCs can combo after Drill super (level 1 if the opponent reaches the corner after Drill, level 3 midscreen only)
Fukua can fight off Big Band's bad matchups fairly well
Cons:
None
Synergy:
Favorite for Fukua, Good for Big Band
Strong duo in either order
Any character works for a trio
Cerebella
Recommended Assists:
H Lock 'n' Load, Cerecopter
Lock 'n' Load - Armored Neutral, Pressure
Covers a good amount of space in the mid-range, making it easier to keep opponents away or move in
The damage from all of Fukua's resets gets ramped up with LnL in the mix
Cerecopter - Lockdown, Space-Control, Anti-Armor
Fukua gets to set shadows in front of the opponent while they're stuck blocking Bella and go for a casual 50/50
Covers some ground space while Fukua stands behind or hovers about shooting fireballs and threatening with her dumb air normals
Pros:
Fukua gets great aid to screen control and pressure from Bella assists
Bella gets nice help in neutral from Fukua's assists
Good DHC support from Bella, including being able to combo after Drill super in the corner
Fukua's DHCs are easy to combo into and keep your momentum going
Bella's a good battery character to make Fukua's command grab game and overall damage more threatening
Cons:
Fukua doesn't provide the best options for converting off of Diamond Dynamo
Synergy:
Favorite for Fukua, Good for Cerebella
Very solid duo in either order
Takes very well to any third character in a trio
Double
Recommended Assists:
Hornet Bomber, Cilia Slide
Hornet Bomber - DP (L), Lockdown (L, M), Neutral (M, H), Zoning (H)
All versions of Hornet Bomber are good for Fukua, so choose based on the range you most wish to focus on
Cilia Slide - Sweep
Gives her a low assist to pair up with her high/low shadows, making her mixup game even more terrifying,
Also nice as higher damage replace for L Shadow in combos to give Fukua time to setup
Fukua gets a nice confirm off of 2HP > M Fireball + assist
Pros:
Great multi-purpose assist support for both characters
Safe DHC with Catheads, and can combo after Drill super in the corner
Easy ways of tagging into Double for a combo extension if you need to get Fukua out
Double can easily create the space for Fukua's fireball super DHC to be safe
Cons:
If you want to get real nit-picky, Double likes spending meter (but operates perfectly fine without it), while Fukua does not build it well
Synergy:
Favorite for Fukua, Favorite for Double
"Ultra godlike" duo, great matchup spread and can fit many playstyles
This shell is so good you don't need a third character for a trio, so don't even try despite your limitless possibilities
Eliza
Recommended Assists:
Butcher's Blade, Carpenter's Axe, H Osiris Spiral
Butcher's Blade - Armored Lockdown, Space-Control, Anti-Armor
Big threat that the opponent has to respect, keeping them at bay or forcing them to go into the air against Fukua's godly air buttons
Keeps the opponent in place for a long time on contact, letting Fukua setup shadows and go in for a mixup
Carpenter's Axe - Armored Overhead
The skeleton layer in Fukua's multi-layered mixups
Good poke confirms with 2HP > M Fireball + assist
Meaty chunk of damage added to combos
Osiris Spiral - Space-Control, Lockdown, Mixup, Chip
Tall wall that may encourage opponents to jump, while Fukua waits to beat the opponent air-to-air
Lengthy lockdown to give Fukua time to call a clone and mix
Pops the opponent into the air where most characters will have a harder time defending themselves from Fukua's on-coming setups
900 points of chip damage!
Pros:
Eliza's assists aid Fukua's mixup game and help her control space
H Drill is great for helping Eliza's approach and mid-range control
Eliza's level 3 DHC can combo after air Drill super to deal good damage, while allowing a followup combo if OTG is saved
Easy to tag into Eliza meterlessly if you need to get Fukua out
Cons:
No good DHC options from Lady of Slaughter midscreen; in the corner you can combo... but you have to whiff a super and need OTG
Synergy:
Good for Fukua, Favorite for Eliza
Very good duo in either order
Takes well to any character for a trio
Filia
Recommended Assists:
H Updo, H Hairball
Updo - Anti-Air DP
If the opponent dared to jump against Fukua but picked a good time where Fukua couldn't just air-to-air and is too lazy to anti-air with 2MP, Updo's got your back
Hairball - Lockdown, Neutral, Anti-Armor
The lockdown gives Fukua time to setup shadows or continue zoning due to the pushback
Some characters may find that trying to use armor to force their way in on Fukua may be their best approach, but Hairball's quick multi-hits may put a stop to that
Easy (but heavily scaled) long-range confirms with 2HP > M Fireball + assist
Pros:
Filia's assists are generally good for Fukua
Fukua's assists give nice approach tools to Filia and can even help with some long-range confirms
Good DHC options for damage and combo extensions both ways
Cons:
Trust nobody, not even the one you were cloned from
Synergy:
Good for Fukua, Good for Filia
Good duo. Pretty low damage shell, but they mix the hell out of you so it's whatever.
Any cast member can jump in at any position for a trio
Ms. Fortune
Recommended Assists:
M/H Fiber Upper, Dash, Cat Slide, Cat Strike
Fiber Upper - Anti-Air DP, Meter Build
H version of Fiber Upper can be difficult for Fukua to convert off of, but the return to neutral isn't the worst thing for Fukua
M version is much easier to convert off of, but is easier for the opponent to smack along with covering less space in general
Dash - Alpha Counter options
Lets you Alpha Counter into Fortune and have her choose any option, including a 5 frame jab, a fast DP, super, jump, or just block. You get to steal your turn out of some pressure strings or get punishes that no other Alpha Counter will safely allow.
Fukua is extremely self-sufficient, so having an Alpha Counter that just instantly yoinks her away from disadvantageous positions can be very nice if you really don't feel like Fiber Upper is doing enough
Cat Slide - Sweep
A low option to add to your mixup game, or a sweep to break armored reversals or assists
Cat Strike - DP, Combo Tool (Stagger)
Actually adds a pretty good deal of damage to Fukua combos
Pros:
Fukua offers Fortune good neutral support
Fukua loves having meter to spend to get conversions off her of normal and command grabs, with Fortune supplying the meter as a battery
Level 1 DHC can connect after Drill super in the corner, Level 3 connects anywhere
Cons:
Fortune's assists don't help out Fukua's gameplan much at all
Synergy:
Poor for Fukua, Good for Fortune
Fortune isn't enabled enough by Fukua to call this a good duo, but you do get two VERY strong characters to make up for the one-sided synergy.
A good mid or anchor will make for a good trio
Painwheel
Recommended Assists:
L Pinion Dash
L Pinion - Combo Tool, Pressure
2HP > M Fireball + assist, dash up 5MK > 5HK > M Clone works as a long-range confirm
Pros:
Fukua herself doesn't do a lot of damage, but she can easily tag into Painwheel to make up for this weakness, while also regaining the red life she accumulated from using her clone specials
Fukua grants Painwheel good assists for neutral play
Hatred Install DHC for safety and damage
Cons:
None
Synergy:
Favorite for Fukua, Good for Painwheel
Very strong as a shell, but as a duo you run the risk of Fukua dying first and leaving Painwheel to fend off on her own, which is not what you want. That said, it is easy to fix your order once you land a hit with Fukua.
Any character will fit nicely for a trio
Parasoul
Recommended Assists:
L Napalm Shot, Napalm Pillar
Napalm Shot - Projectile, Pressure
Good aid to zoning and an additional cover for mixups
On top of covering, also adds to your mixup options
Napalm Pillar - Anti-Air DP
Generally good DP assist
Pros:
Para supplies Fukua good, general assist support
Fukua grants Para great assist support for both space-control and mixup potential
For DHC'ing after Drill super, while level 1 midscreen options are not great for damage, in the corner Parasoul's Bikes super leads to damage and a followup combo
Level 3 DHC allows a combo from Drill super anywhere on the screen
Cons:
Nothing significant
Synergy:
Good for Fukua, Favorite for Parasoul
Quite a strong, well balanced duo
Any character will fit for a trio
Peacock
Recommended Assists:
George's Day Out (L George)
L George - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. If you have a second partner, you can still call them while George is out.
Pros:
Peacock gives Fukua good assist support for controlling space
Peacock is a great battery if you're willing to not spend all the meter on Lonesome Lenny
Fukua bestows good assists for covering angles that Peacock has trouble with
Good DHC options for capitalizing off of zoning with both Fireball and BFF supers
Fukua has consistent routes to utilize Lonesome Lenny in a combo after a DHC with BFF super, hitting the opponent but not herself
Cons:
None
Synergy:
Good for Fukua, Good for Peacock
Very solid duo in either order
Any character will fit in nicely for a trio
Robo Fortune
Recommended Assists:
H Theonite Beam
Theonite Beam - Beam Projectile
Excellent aid to Fukua's zoning and overall control of neutral
Fukua normally can't combo from her airthrow, but airthrow + H Beam in the corner lets her convert
Pros:
Both characters help each other out in playing their zoning games pretty well with their assist kits
Hard hitting DHCs from Beam supers, easy combo extensions from Drill super using Magnet super
Cons:
Nothing special
Synergy:
Favorite for Fukua, Good for Robo Fortune
This shell as a duo has the weakness of ending up with solo Robo Fortune if Fukua dies first, and it is not easy for Fukua to safely tag-in Robo without spending meter.
Easy to throw in any character for a trio
Squigly
Recommended Assists:
Drag 'n' Bite
DnB - Lockdown, Neutral
Long lasting lockdown assist to let Fukua setup shadows and run her mixup game
Moves far enough to be a great option for 2HP > M Fireball poke confirms
Pros:
Fukua gets good assist support for confirms and pressure
Squigly gets good assist support for neutral and combo charges
Safe and high utility DHCs with Squigly Battle Opera, though SBO into Love Dart DHC can be punished with Pushblock Guard Canceled supers
Though the conversion is character-dependent, SBO can come in as a DHC after Fukua's Drill super and extend the combo
Cons:
Nothing spectacular
Synergy:
Good for Fukua, Good for Squigly
The possibility of solo Squigly with neither character getting top level support keeps this from being a strong duo, but it is workable.
Any character fits in fine for a trio
Valentine
Recommended Assists:
H Savage Bypass
Savage Bypass - Combo Tool
Adds a brick of combo damage and is excellent for confirming off of your pokes and sometimes even stray fireballs
Pros:
Bypass assist is a pretty good combo tool for Fukua
Fukua's assists complement Val's neutral game
Cons:
No good DHC options to get damage after Drill super, and Val's DHCs in general are not good
Synergy:
Decent for Fukua, Good for Valentine
Fine as a duo as the synergy is ok, and both characters can fight well when alone
Advised to look for a mid or anchor character for a trio, as Valentine wants the point slot
Annie
Recommended Assists:
H Crescent Cut, H North Knuckle, H Destruction Pillar, Luminous Supergiant (6HP)
H Cut - Projectile
Good neutral assist and the slowness of the projectile can be used to make Fukua's resets harder to mash out of
H Knuckle - Neutral, Lockdown
Fukua does not really need the lockdown, and H Cut is overall the better neutral assist in most circumstances, but the damage of H Knuckle is very nice for bumping up Fukua's low damage output
Destruction Pillar - Anti-Air DP
Fukua appreciates the defensive assistance, and while she may struggle to convert off of the assist, the return to neutral isn't necessarily a bad thing
Supergiant (6HP) - Overhead, Projectile (Star Power)
Yet another overhead option for the opponent to worry about when Fukua is pressuring the opponent with clone mixups
Can be used defensively as it has a large hitbox to ward off those closing in
Neutral, defensive, and combo applications shoot up if Annie is in Star Power
Pros:
Annie's assist kit is nice for helping Fukua defensively and to control space
Fukua gives Annie great assists for combos with pretty good neutral usage
Fukua's low damage is backed up by Annie's hard-hitting assists, combo tag-in, and Pillar of Creation DHC
Cons:
None
Synergy:
Favorite for Fukua, Good for Annie
A very strong duo
Any character fits well for a trio
Umbrella
Recommended Assists:
Cliff Hanger (6HP), Salt Grinder, Hungern Rush
Cliff Hanger - Anti-Air, Neutral, Combo Tool (Stagger)
The space-control from assist covers Fukua nicely as she zones the opponent
The stagger state from this assist lets Fukua combo into her special and super command grabs, as well as the 2HP > M Fireball + assist poke
Nice boost to Fukua's combo damage if used early
Salt Grinder - Combo Tool (Stagger)
Great boost to Fukua's combo damage, and also lets her combo into her command grabs
Pretty much only good for that
Hungern Rush - Anti-Air DP
Not the best DP assist there is, but it's still very much a functional one to make up for Fukua's strike-invuln-only meterless reversal
Pros:
Umbrella's assists are a nice complement to Fukua's space-control game and boost her low damage, along with letting her incorporate command grabs into combos thanks to 6HP and Salt Grinder inflicting stagger
Fukua provides nice neutral help for Umbrella, helping her approach game and either her combo or pressure game
Fukua can easily tag into Umbrella after M Shadow and continue the combo; especially nice as Umbrella hits very hard (in the right states) and lets Fukua heal the red health from clone usage
Safe-ish DHCs with Retina Reflector
Cons:
None
Synergy:
Favorite for Fukua, Good for Umbrella
Very solid duo, they complement each other well.
Any character will fit for a trio.
black dahlia
Recommended Assists:
Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)
Mousetrap - Ground Space Control, Low
Fukua can hover around the beartrap while zoning
Enhances Fukua's throw game, with the right combo routes you can have it so that resetting with Fukua's airthrow or command grab will throw the opponent right into the mousebeartrap
It's a low, and works itself very well into Fukua's mixup game
X Shot - Projectile, Multipurpose*
*Slow projectile (all but shotgun and beam), combo (shotgun, ice, electric), lockdown (ice, electric, fire), long-range (beam, electric)
Fukua appreciates the space-control from normal bullets
Fukua can get air throw and command throw conversions from M shot
Pros:
Fukua likes Dahlia's assists for space-control focused neutral and high/low mix
Dahlia likes Fukua's assists for neutral, combos, pressure, and left/right mix
Last Call and Barrel DHCs, Dahlia can use Barrel to continue the combo after Fukua's Drill super midscreen
Both characters can meterlessly tag into each other and continue the combo (Fukua M Shadow > Dahlia Tag (Normal Bullet) > 2LP > .... is possible, but hard)
Cons:
No safe Counter + assist
Synergy:
Good for Fukua, Good for Dahlia
Strong Duo
Any character in any position will fit for a trio
Marie
Recommended Assists:
[assists this character wants]
[assist] - [function]
[what it's good for]
Pros:
[How does the supporting partner's assist kit help, if helpful]
[How does this page's character assist kit help their partner, if helpful]
[Any special notes: Is there high utility or damage in their DHCs, can they easily tag to each other for preserving health or upping combo damage, Is either partner a good battery that enables the other, Does either character help deal with the other's bad matchups, etc.]
Cons:
[If either character's assist kit is poor for their partner, note it here]
[Any special notes: Is it difficult to make use of this partner's DHCs, Do these characters compete for meter or a position, Do they share bad matchups, etc.]
Synergy:
[Fav/Good/Decent/Poor for this page's character, Fav/Good/Decent/Poor for this section's character]
[Does this shell work well as a duo, or are they incomplete? Even with duo health and damage, does either character suffer as the anchor?]
[How flexible is this shell for building a trio?]